Posted in biology, design and architecture, electronic imaging and displays, Illumination

Liminoids Wants To Turn Your Fridge Into Your Therapist | The Creators Project

Art often explores the psyche, now it’s actually trying to help:

Inspired by designer Alice Wang’s “Peer Pressure” and artist Noam Toran’s “Desire Management,” Koyuncu’s Liminoids project explores her fascination with the possibility for machines to bring attention to a medical condition–and provide relief. Rather than simply being the cause for more anxiety and stress to fuel our neuroses, Koyuncu believes that technology can also act as an alternative treatment. Liminoids is a concept line of comfort machines that helps users manage their clinical nervousness. They are everyday items rigged to identify stress with a wireless biosensor that is worn like jewelry. The accessory adopts mechanisms often found in a lie detector. It combines a heart rate monitor, galvanic skin response GSR that reacts to the skin’s electrical conductivity i.e. sweatiness, and an accelerometer to help recognize and cancel out the noise caused by movement. When the anxiety thresholds for the GSR and heart rate are met, and the wearer goes to employ a Liminoidally-altered machine, the machine does something magical. It ceases normal operations and begins to comfort the wearer. Koyuncu dubbed this as the “liminal moment” and modeled it on her observations of the way people subconsciously and perpetually look to technology for gratification outside its classical function–like when you check your phone to avoid making eye contact with strangers when in an elevator or another confined space.

more via Liminoids Wants To Turn Your Fridge Into Your Therapist | The Creators Project.



Beth Kelley is an applied & digital anthropologist with an overall interest in how people engage with and are impacted by their environments and vice versa. This has manifested itself in many ways, by looking at creativity, playful spaces, built environments, and environmental enrichment, sustainability, design research, and integrative and collaborative models of learning such as through play and hands-on learning.